| Post/Author/DateTime | Post |
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| #1mastersapperOct 23, 2008 10:19:34 | Hello all, I've got a campaign going and some writer's block too. Can you help me out? My PCs are trying to recover 5 lost relics (rod-of-seven-parts style) and have come to the conclusion that they need to approach the Dhakaani tribe, Kech Volaar, the Word Bearers, to try to dig up some history or a clue as to where some of the relics might be. To complicate things, I've put Darguun in a state of near civil war and made it clear that travel is pretty dangerous. So would any of you be willing to throw out some ideas for an adventure outline? I'm having a hard time imagining why the Dhakaani would even let the party approach safely, much less answer any questions. And I'm having a hard time thinking of encounters that aren't all goblinoids every time without seeming random and unrelated to the plot... |
| #2DargurdOct 23, 2008 13:31:14 | Well the story your describing sounds like it has some similarities with the Don Bassingthwaite novel - The Doom of Kings. If you've not already read it this may be a good place to start for inspiration. As for encounters there is nothing wrong with them being all goblinoid. Try making them different factions for at least one twist to the story. |
| #3AmarilOct 23, 2008 13:35:05 | A few questions: 1) Why is the party trying to recover these items? Is it to save the world? Is it because someone else simply wants them and is paying them to find them? 2) Who says the goblinoids would let them approach safely? Let them be subject to an ambush and captured as slaves. While being transported, the slavers are attacked by yet another tribe (Kech Volaar), allowing the party to fight their way free again and to find the tribe's leader to plead their case. If it's to save the world, they might have a better chance at succeeding. 3) Drop in roaming monsters, various military groups from neighboring nations, warforged from the Mournland, etc. |
| #4AmarilOct 23, 2008 13:39:56 | Be sure to include varags from MMIV, too!![]() |
| #5DargurdOct 23, 2008 13:52:27 | OOh i like the look of them - note to self, convert them to 4ed ! |
| #6NivedOct 23, 2008 15:03:24 | Have them learn about the keepers of the word first and have them realize before they even try to talk to them they're going to need to approach them the right way. The right way would be appearing strong without being threatening. It'd also be smart before they went to go and get a Dhakaani relic that has been specifically stolen by non-goblinoid hands not related to their main quest. If the party approaches openly, and declaring that they have "Come to return what was stolen." That will probably help them avoid getting killed. After that its a matter of convincing the Keepers of the Word that history is happening now and the heroism and power of their culture is needed. You need to find the artifacts to save the world, you need their help, and make a point of letting them know that you will let them have the stupidly powerful five part artifact after all is said and done. That's how one would get their help. |
| #7mastersapperOct 23, 2008 15:07:21 | @Amaril: Basically, (I won't bore you with the details) they are recovering the items to save the world I like the idea of capturing the party during their journey, then having them counter-captured. But they are already carrying a few items that "belong" to the Dhakaani Empire that I don't want to take away from them. And I can't imagine that the goblins would leave adventurers with anything more than their clothes...hmm, I suppose it could all travel together with them to the Kech Volaar and be presented to their leader (the Dirge Singer I needed them to talk to anyways)...something like "we captured these adventurers and their loot, Boss. Here it is." giving them a chance to talk their way out or fight barehanded until they grab their stuff... @Dargurd I'm not going to be able to read the novel by my next session, could I impose upon you to post some of the applicable highlights? @Nived: Thanks for the ideas. I like that one as well. Perhaps I should prepare for both and keep the capture scenario as a backup plan if they don't come up with their own plan. |
| #8mystrichOct 23, 2008 19:53:58 | imagining why the Dhakaani would even let the party approach safely, much less answer any questions. And I'm having a hard time thinking of encounters that aren't all goblinoids every time without seeming random and unrelated to the plot... The PCs make a first failed attempt to talk, but a goblin comes to them later, expressive he's a Dhakaani goblin, and knows the location or can get them a meeting with the head hobgoblin to find out. Or maybe, they're captured by the warband they actually need to meet with. |
| #9ChrisTheSOct 23, 2008 19:56:45 | Chief thing to keep in mind is that the Kech Volaar are horribly overprotective of Dhakaani history and artifacts - they generally don't even want to share them with other goblinoids, let alone outsiders, and they consider practically every Dhakaani relic to belong to them, regardless of who happens currently to be holding it. Getting them to help the party should be difficult in the extreme, and if the party can't get them to help, they should become bitter and implacable foes. I suggest taking a look at the Star Trek: Deep Space Nine episode 'The Sword of Kahless' (season 4, episode 9) - Dhakaani psychology is very similar to Klingon, and this episode gives a pretty good indication of their approach to archaeology. |
| #10mystrichOct 23, 2008 22:31:47 | Chief thing to keep in mind is that the Kech Volaar are horribly overprotective of Dhakaani history and artifacts - they generally don't even want to share them with other goblinoids, let alone outsiders, and they consider practically every Dhakaani relic to belong to them, regardless of who happens currently to be holding it. Getting them to help the party should be difficult in the extreme, and if the party can't get them to help, they should become bitter and implacable foes. The safety of the world may very well be enough. Or perhaps you could say it's a piece of prophesy their specific clan has passed down since the dragon I can't remember of the name of taught them to fight the Daelkyr. They lead the PCs to it's location, but refuse to help them retrieve it, as only those blessed by the prophesy can approach or even make it through said dungeon. |
| #11ChrisTheSOct 24, 2008 10:15:36 | The safety of the world would be enough... if it were a party of goblins allied to the Kech Volaar, and then only if the Kech Volaar had a representative in that party. Anyone else should have to pull off some masterful diplomacy to get them to even consider it. Remember, they consider anyone who isn't a goblin to be a 'Defiler,' and it takes a lot of persuading to convince them otherwise. I can't imagine them being content with anything but a trial by ordeal. |
| #12mastersapperOct 24, 2008 11:29:23 | ooo...now I'm getting ideas. (You all are great to help out like this. Thanks!) Can you tell me more about the trial by ordeal? Is this described in any of the books? (If not, then I would be free to set it up however I wanted, and now that all the gladiator stuff came out in Dragon, I'd have an easy time prepping it all) Is there any indication that the entire party would require a trial by ordeal? or would it be a matter of choosing a champion? |
| #13ChrisTheSOct 24, 2008 11:50:39 | There's nothing specific - it's basically a matter of convincing them that you're good enough to count as an honorary goblin (bearing in mind that they all have overinflated egos, so you'd generally have to outperform them in every conceivable way to convince them that you just barely measure up). Some sort of grueling and sadistic quest would be in order, I should think, but one that is of great benefit to the Dhakaani people and would make a really good story would be best. |
| #14AmarilOct 24, 2008 12:12:23 | Are these relics and/or the save-the-world plots associated with the Daelkyr in anyway? That might provide even more incentive for them to cooperate. |
| #15mastersapperOct 24, 2008 13:18:38 | no, they are they are actually tied to a hero that predates the Daelkyr wars and they were lost during the Daelkyr wars. The dragon that taught the Goblins, was that Vrr'shak? the same who created the Gatekeepers? BTW, is the source of the enmity between goblins and orcs published anywhere? |
| #16ChrisTheSOct 24, 2008 15:07:24 | The dragon's name is Vvaarak. And I think the goblin/orc thing is largely due to the fact that the goblins had a continent-spanning empire and the orcs didn't (much in the same way that later the humans had a continent-spanning empire and the goblins didn't, except without the wounded pride of having once had a continent-spanning empire that was overthrown added in). |
| #17mastersapperOct 24, 2008 15:36:49 | OK, here's the outline so far: The party is in Sharn, they might contact Margaash, leader of the Blackbloods, who will direct them to Darguun (and probably tip someone off) The party goes to Rhukaan Draal and starts asking around about the Kech Volaar. This attracts some attention, and a goblin (possibly colluding with Margaash) offers his services as a guide and "guarantees" that he can get them introduced to Tuura Dhakaan (Dirge Singer) and Kurac Thaar (clan warlord). This turns out to be a ruse, and he leads them into an ambush by the Kech Sharaat (Blade Bearers), who take them prisoner and return to the Seawall Mountains, with alot of other slaves. Once they are underground, the Kech Sharaat are ambushed by the Kech Volaar, and the PCs and their stuff are all captured (should the PCs be able to participate in this fight? If so, how? suggestions?) The Kech Volaar take the newly captured slaves to Volaar Draal, where Tuura discovers that there were some Dhakaani artifacts in the pile of loot and she want to find out which of the defilers had it and where they got it. This brings the party in front of her, where they have a heroic chance to bargain for their freedom and a chance at information. (my hoping the party wins) they are offered a series of ordeals, culminating in a quest to recover a Dhakaani artifact, which is located in Droaam, in the the city owned by medusae and filled with petrified goblins (Cazhaak Draal). As insurance, they keep the two artifacts that the party has, figuring if the party fails to retrieve the item, then they still have a net gain. The party quests in Droaam and returns, victorious, to Kech Volaar, having now earned a tenuous alliance with the clan. Great! So what do you think? any more ideas out there? Critique? |
| #18ChrisTheSOct 24, 2008 17:52:09 | Sounds awesome. I give it three thumbs up ;) |
| #19goblin_prideOct 25, 2008 17:41:06 | Great! So what do you think? any more ideas out there? Critique? Make the goblin guide a member of the Kech Sharaat tribe. They should have plenty enough clans of goblins within the tribe. Have the guide lead them "directly" to the ambush, by way of several encounters with dangerous wildlife and enviromental hazards. This will weaken the PCs enough that the slavers for the Kech Sharaat should be able to take them down easily, under the direction of their guide. The Volaar raiding party isn't looking for slaves, they're looking to put a hurt on the upstart Sharaat. By picking off their slaving parties, they hope to weaken the walls of the Draal they're building by thinning out their workforce. The PCs are just dead weight to the Volaar raiders. In picking through the spoils, have them find Dhakaani artifacts. If the PCs help in the fight, have the Volaar leader offer to let them live. If not, have the Volaar leader get very angry at the sight of the artifacts and start personally executing slaves looking for the artifacts' owners. Have the PCs deal with the raiding party leader, not the Llesh or the duur'kala. Have the raiders' leader remind them often, "You've seen what we do to traitors. What do you suppose we do to thieves?" Don't take them into Volaar Draal. Let them see it from a distance if at all. Better to have the raiders' guard them at an outpost while their leader seeks the counsel of the Llesh and the duur'kala. Let them hear arguing from their guards about whether or not to just kill them while the leader is gone. For an ordeal, let them assassinate the architect of Sharaat Draal. The Kech Sharaat need to have a Draal to cement their claim of rulership and killing their architect will slow or stop it's construction for a time. Conveniently, he's overseeing the quarrying of stone in the quarries well away from the defenses of the tribe. The quarry should be a small outpost, not much more than fifty or so, but the architect should have twenty personal guards with him. Once they've succeeded, the leader of the raiding party and the raiders' will accompany them to Droaam looking for their next bit of the puzzle and other artifacts. If the plunder is good, the Volaar will give them back their two other pieces as reward. This gives the PCs a secondary goal of keeping the Volaar alive as well as getting their prize. When they return, let them camp within sight of Volaar Draal but not enter. Leave them wondering for a couple days whether they'll get their other pieces back. If you want, make them go hunting for other artifacts until they please the Volaar enough that they get thier original two pieces. Whatever you do, do not let the PCs within sight of Tuura. They would sooner sacrifice their warlord than risk their duur'kala coming within shooting range of anyone not part of the tribe. Have the raiding party's leader act as the PCs go-between for her. If they have questions, let them enjoy Darguun's weather waiting for a reply. Sorry, that was just off the top of my head. What do you think? |
| #20whitebaronOct 26, 2008 18:15:36 | maabet, there's no way a chat'oor will ever see volaar draal and live. also, the family-name dhakaan means that tuura is something even more honored than an ordinary clan warlord, so no way she'll deal with ordinary peasants from a non-dar clan. best to leave the leaders of those clans out of the story. |
| #21tufratOct 27, 2008 22:32:11 | Well, it looks like I'm going to violate some of the canon. Alas... But If I leave those leaders out of the story, who might I have them deal with that is appropriate for a group of 7th level characters? Alternately, does the advice change if the entire party decides to disguise themselves as goblinoids? (Hobgoblins and bugbears) The party has one character with change shape ability. They might take this tactic if they are forwarned that the Kech Volaar leaders would never deal with defilers... Would Tuura Dhakaan (Dirge Singer) and Kurac Thaar (clan warlord) have delegated authority to a flunky who can make this stuff happen? The plot points that need to happen (as they fit within the broader campaign arc) are: The party will eventually need to get their Dhakaani artifacts back. The party needs to gain Dhakaani allies and gain access to Kech Volaar knowledge of history. The party may (once they get to paragon level) need to convince the Kech Volaar to go to war outside of Darguun |
| #22goblin_prideOct 28, 2008 17:00:35 | Alternately, does the advice change if the entire party decides to disguise themselves as goblinoids? (Hobgoblins and bugbears) The party has one character with change shape ability. They might take this tactic if they are forwarned that the Kech Volaar leaders would never deal with defilers... You can change the shape, but can you change manners, customs, taboos, behaviors et cetera? A shapeshifter might look like a Dhakaani, but will his gear? Will he act like a Dhakaani? Will he know the little nuances that seperate the Kech Volaar from the Kech Sharaat? Take it as you will, but pretending to be from a culture that you aren't familiar with should be really hard to do. Just looking like them shouldn't be able to cut it. |
| #23goblin_prideOct 28, 2008 17:05:46 | Would Tuura Dhakaan (Dirge Singer) and Kurac Thaar (clan warlord) have delegated authority to a flunky who can make this stuff happen? The warlord isn't a big deal. The dirgesinger isn't likely to be anywhere near the PCs for any reason whatsoever. The entire tribe would put themselves between the PCs and her if need be. She is their tie to the ancient empire and she embodies the lore handed down to them from it. Any member of the tribe would be willing to aid or block the PCs at her wish. If she considers the PCs goal worthy, that will determine the quality of the "flunky" she sends. |
| #24goblin_prideNov 04, 2008 8:24:35 | MasterSapper? I'm dying to know how it went. How did you play it? How did your players react? C'mon, spill it. |
| #25tufratNov 21, 2008 22:54:10 | Well, we're working through it. We played this week and it went like this: Unsurprisingly, my players did nothing to learn more about the Dhakaani and assumed they were just like any other goblins. They are not familiar with the setting, and this happens alot. The party arrived in Rhukaan Draal, planning to buy a banner and trek into the seawall mountains and ask for help. (Terribly naive, don't you think?) In Rhukaan Draal, a VERY generous goblin offered to lead them to the Kech Volaar and GUARANTEED that he could get them introduced to Tuura Dhakaan herself. Amazingly, the party rolled terribly, and the bluff went right over their heads. So they blindly follow their guide into an ambush...and then it fell apart on me. I thought I had planned an overpowering encounter that was sure to nearly kill them all so that they could be captured. But, I'm still getting my legs as a 4th edition DM, and SOMEHOW they pulled through and killed everyone in the ambush. So thinking on my feet a bit, I had to have the goblin guide continue to lead them into Kech Volaar territory, where the encountered a patrol of Kech Volaar. A brief negotiation convinced the patrol to take them to a small outpost to arrange a meeting with someone important. I decided that, given their stated purpose: "We're going to save the world, and we need your help." That Kurac Thaar might be induced to check things out. When he showed up, the party started a skill challenge to convince him of their worthiness and earnestness. Things were going fine...then they blew it. In disgust, Kurac Thaar, turns his back and begins to leave, issuing an order to kill the party at once. In desperation, one of the party offers a previously found Dhakaani Artifact (Approx. paragon tier powerful), as a new bargaining chip. *side note: this artifact, the Dhakaani Battle Horn, is based on its 3.5ed predecessor, which was a legacy item and a personal invention for the story. The very first legacy ritual required an oath, which included swearing to protect the Empire of Dhakaan* Since I wanted the party to be able to move forward along this planned storyline, I let this action grant the party a second chance. The warlord demanded that the party turn over the artifact, as a show of good faith, pointing out that they could easily overpower the party and take it anyways. The party handed over the artifact and the warlord left them for a few hours. He came back and acknowledged that the artifact was oath-bonded to one of the party members, so they deserved a chance to prove themselves by a trial by combat, to the death. As part of this combat, I included a simultaneous skill challenge to win the crowd (Gladiator style, THANK YOU DRAGON EZINE) as well as defeat the warriors. It was an awesome battle, with a level appropriate pain pyramid trap in the center of the arena. Towards the end, it was like whack-a-mole. One party member was killed. The rest were up and down like yo-yo's, but they BARELY pulled off a victory and defeated the warriors. And they had some great rolls to win the crowd as well. So, next session, Kurac Thaar will announce that they have proven themselves worthy of proving themselves by undertaking a quest to Cazhaak Draal (Spelling?) to recover an artifact from under the nose of the Queen of Stone herself. In the meantime, the Kech Volaar will hang on to the Battle Horn, so that, even if they fail, the Kech will still benefit. This is going to be a very tough series of encounters for the party, so when they return, victorious, to the Kech Volaar, I think they will feel like they really earned the chance to get some questions answered, which is in keeping with the spirit of what we have discussed. |